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Issue Kicking off Adventure Path


Pathfinder Adventure Path General Discussion


Pathfinder Adventure Path Subscriber

On the 21st of this month, as a way to commemorate the "end of the world", I will start running the Rise of the Runelords for some of my friends. But there are some issues I have realized in the past few weeks.

1) As most of us know the AP is designed for a party of four...if everyone shows up for the first session there maybe 7 players wanting to tackle this.

2) Some players who have played in an AP before requested for 25 P.B.

So with all of these characters being played this high I am not sure what is the best way to go. First, I thought if all 7 end up playing I will have to force them to rebuild their characters at 15 or possibly less. Second, this particular AP is ran at fast progression so I don't know if I should drop it down to medium or even slow. And then there is the third option that would be the hardest...asking 2-3 players to bow out and they will get a chance to play in another AP which would be ran by someone else.

So what advice would more seasoned AP GMs to give me here?


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Subscriber

You could also consider just running it with all 7 and just increase the monster count / difficulty.

I would definitely do a 15 point buy though with 7 players.


Pathfinder Adventure Path Subscriber

Well we are also limited on table space since we are playing in a trailer. So I have been leaning more to pruning some players from the table with the promise of they'll be part of another AP

Star Voter 2014

Pathfinder Adventure Path Subscriber

I ran the first half with six players. It works, but you'll need to beef up the encounters to increase the challenge. I'd recommend 15-point buy AND not increasing the treasure beyond what's published. The PCs will be about 10% below standard Wealth By Level, making them a bit less powerful than you'd expect a PC to be... Making it less work for you to beef up the encounters. I'd also mostly eliminate being able to buy most magic items other than scrolls and potions-- make them rely on the treasure you plant.

Down side of this: your players might object/complain if they're used to playing super-powerful PCs.

Liberty's Edge

OK My suggestions-

First because RotRL was created with 3.5, you will have to do modifications to each encounter anyway. So with that in mind-

1) Run all 7 players. More than likely within about 3 months you'll be down to 4-5 which is optimal. In real life attrition occurs.

1B) If you dont want them to be too powerful with the 25 point buy. then either 15 buy and compromise giving everyone a 3rd trait (being the mandatory RotRL campaign trait) or 2 traits and 20 point buy. Your players will appreciate your willingness to compromise.

2) Slow down the advancement track. Instead of fast (which is whats suggested for the AP's) go Medium. It wont matter a lot initially, but around 3-4th level the party will lag about a level behind whats suggested.

3) Increase the HP's of the monsters to either max or 3/4 to make them more challenging.

4) I disagree with Haldir's assessment of keep magic items to whats in the game. Players love getting rewards. Its integral to a healthy campaign. However don't increase this too much. Feel free to increase by at least 50% with that many PC's the scroll and potion rewards. Add 1 magic item for every 4 thats placed in the module. So a 25% increase. Id also increase the wealth by 33% They will still lag behind wealth levels, but it will better balanced than making everyone fight over items for 4 when you have 7.

5) Double the number of mooks ie in the first module double the normal number of Goblins. Not the Boss Goblins.

my 2 cents


Pathfinder Adventure Path Subscriber

Well the version of RotRL is the anniversary edition so all the rules are completely pathfinder now. As for possible player loss I stated this one rule to everyone interested in my game, if you are not there for the first session you give up your spot and also when the spots are filled the game will only be ran when all "locked-in" players are capable of showing up. I have dealt with games where a player has their character come and go and I am not going to let that fly in any AP I rule, know that may make me sound like an @ss but that rule isn't going to change.

Oh and one more thing I feel like I should have also mentioned, 3 of the 7 are fairly new players so they don't know all the ins and outs than the others who are more seasoned players.


So for the players who requested a 25 point-buy, did they give a reason for why they wanted the boost? You mentioned these players have played in an AP before; are they aware that the APs are designed for 15 point-buy?


Haladir wrote:

I ran the first half with six players. It works, but you'll need to beef up the encounters to increase the challenge. I'd recommend 15-point buy AND not increasing the treasure beyond what's published. The PCs will be about 10% below standard Wealth By Level, making them a bit less powerful than you'd expect a PC to be... Making it less work for you to beef up the encounters. I'd also mostly eliminate being able to buy most magic items other than scrolls and potions-- make them rely on the treasure you plant.

Down side of this: your players might object/complain if they're used to playing super-powerful PCs.

This. Much fun to be had.

Star Voter 2014

Pathfinder Adventure Path Subscriber
Pendagast wrote:
Haladir wrote:

I ran the first half with six players. It works, but you'll need to beef up the encounters to increase the challenge. I'd recommend 15-point buy AND not increasing the treasure beyond what's published. The PCs will be about 10% below standard Wealth By Level, making them a bit less powerful than you'd expect a PC to be... Making it less work for you to beef up the encounters. I'd also mostly eliminate being able to buy most magic items other than scrolls and potions-- make them rely on the treasure you plant.

Down side of this: your players might object/complain if they're used to playing super-powerful PCs.

This. Much fun to be had.

Thanks, Pendagast, you handsome devil, you.


Pathfinder Adventure Path Subscriber

The players that wanna do the 25 PB is because in games where they played at 20 and they got chewed apart in like the third session of Kingmaker...so they wanna up their survival factor and with new players they pretty told me their characters will die quick and will next secondaries ready.

The thing is I wish in all APs they state in their players guide the point buy is 15, but some people I run for play society and do not understand how that goes with 20 and then in an AP goes 15

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